I'm personally looking forward to 5 mana Luna's pocket galaxy. I'm already using it with good success in my Reno mage and the 2 mana buff will be a HUGE difference for the games where I can't combo it with Kalecgos or Inkmaster Solia. "5 star card" like streamers would say.
3 mana Unexpected results and 1 mana pogo hopper are pretty crazy too in my opinion. Really happy with the mage buffs overall.
I kind of like Necromechanic. 6 health has shown to be sticky as hell in the early game (see houndmaster shaw) and it's attack is solid as well, and it curves after Ursatron. I think there is a big difference in dropping this on 4 than on 5, and it also makes same turn comboing with Fireworks Tech and Nine Lives cheaper. You probably run this in deathrattle mech hunter and it probably makes the deck a bit better. Time will tell but i've liked this card ever since I was playing mechrattle hunter before the rotation happened, and it's actually pretty good now.
Also shout out to Thunderhead. Card was already a beast but now it's even more sticky. Elemental overload shaman WHEN!?
I really like both of the warrior buffs, the mage legendary spell buff and the new golden FREE legendary. The other buffs I can understand, but I don't think they will shake the meta that much.
But I also like how they are thinking and paying attention to some cards from 3-4 expansions ago, that were never a thing or meme at most, and how they go back to them and try to give them a little push. I think that looks promising for the future (maybe they will do it again).
Rollback Post to RevisionRollBack
“If you have an apple and I have an apple and we exchange these apples then you and I will still each have one apple. But if you have an idea and I have an idea and we exchange these ideas, then each of us will have two ideas.” ― George Bernard Shaw
Guess standard priest needed some sort of help since I don't see anything working on ladder except Nomi priest. Don't think it will help my favorite class but still... Nice to see something (I am aware of wild "problems" with big priest so I guess they don't want to overdo stuff here).
The Gloop Sprayer buff is fantastic for a number of reasons. At 8 mana, the card was clunky in Heal Druid, since you could only combine it with Crystal Power if you needed to revive your Lucentbarks (and I tended to use up Crystal Powers in the early game to activate Stags/stay alive). At 7 mana, you can play it right after playing Healing Touch, which makes things a LOT more flexible. Also, the chances of drawing Lucentbark from Juicy Psychmelon are much higher (in fact most Heal Druids would be guaranteed to do it, but I run Splintergraft, so w/e).
Heal Druid still probably won't see usage by the average Joe but the deck will gain some badly-needed flexibility after this buff.
I'm tempted to see Luna's Pocket Galaxy in a highlander control mage kit in WIld.
Don't deserve a slot but become much better in the version that use the quest, for 7 manas is just a card clunky your hand size limit because you never have the 7 manas do nothing tempo loss vs anything in Wild.